Re: What does Merchant's item label "NPC item" mean?
Posted: Mon Jan 08, 2007 12:35 pm
if the merchant sold q150+ npc mats the dappers would have value. you say the 6000 or 11,000 need to have value for it to work, at the moment the don't have value, but as soon as you can go buy a q250 npc mat they have instant value.mithur wrote:Yeah, but for that working, the 6000 or 11000 dappers has to have some value (And now it hasn't any value). Then, that price changes will come alone (I'll see my wages, and I see that there are a lot of (i.e.) shaft >q150 at 3000 piece. So I put mine at 2800. But if I see that there aren't cheap shaft, I put mine at 6000. and, once (or more) at day, I return to a hawker or vendor to recheck and change (if neccesary) the price.
But the system fails because there aren't a real value for dappers. Yes, there are needed more money leaks.
I think that the first leak must be the trainers: at low level each 10 xp vuy from them, must cost at least 1.000-10.000 dps. At high leves much, much more (Even 1M Each 10 xp at 240-250). And when you get a title, you'll need go to the Royal Office (i.e.) to confirm it and can use it, being some titles more costly than anothers.
And, BTW, the equipment must have less live, IMHO. Usually you overgrown the low level equipment before it breaks (Except the picks for harvest).
And the melktoub food must cost at least four times. That could make that a low-mid level char like mine (100/50/120/130) can't have two packers and a mount (Or only if the character *really* work for it). I think it's excessive.
And luxury items, that the PC could show everywhere. Some PCs could take the wealth as an objective, and that could be good fo economy. But for that, some external signs of wealth are needed.
And so on...